| GM Aarvid |
Saldoc shoots an arrow straight into the air and it lands in the thatch roof of a nearby hut.
Huck reloads the crossbow.
Two of the new riders can be heard chanting, which is growing in volume.
Saldoc Tisbane
|
| GM Aarvid |
Ruth Rubani
|
Ruth tilts her bow near straight up and fires another arrow.
Attack: 1d20 + 5 - 14 ⇒ (7) + 5 - 14 = -2
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
The arrow fires true but just does not have enough power to reach the riders.
Goldur Twinthunders
|
"You know, there's a story about the assault on Castle Redleaf by the Bloodguzzler ogre tribe where the final battle played out similarly. The Bloodguzzlers had laid out a siege, but of course many ogres can't be kept interested in such tactics for long, and many had wandered off..."
Inspire courage! Round 5
-Posted with Wayfinder
| GM Aarvid |
=== Round 5 ===
Wave1-3xRiders (-4,-6,-1)- move to west 50' away, shoot
Wave2-6xRiders ()- double move 600' away
First 3 riders fire their bows, but the arrows land harmlessly in the courtyard.
3d20 ⇒ (3, 6, 7) = 16
Party is up...
Meredith Une
|
"Hmpf, these cowards."
Meredith stows her shield away and draws her sling.
Two move actions to stow and draw weapons
Goldur Twinthunders
|
"The final battle was quite spectacular, the stories say. Chieftainess Magubnuk was determined to assault the castle, and by the time she sounded the charge, both sides had lost a great deal in numbers. Legend says the Bloodguzzlers were some of the most well-organized ogres in history, and they employed advanced tactics even in open charge-- leading with volleys of arrows while their cavalry led the assault."
Inspire courage, round 6.
Ruth Rubani
|
Ruth rushes over to the west to try and get a shot at the first riders that attacked.
Double Move
| GM Aarvid |
As the party repositions themselves and their weapons, the bard continues to sing and the riders continue to close. Their chanting growing louder, in the battle song by the strange crow-like creatures.
| GM Aarvid |
=== Round 6 ===
Wave1-3xRiders (-4,-6,-1) 50' away, shoot
Wave2-6xRiders (2 chanting)- double move 400' away
First 3 riders again fire their bows, becoming more bold again as the reinforcements approach.
Ruth Rubani
|
Ruth fires an arcane charged arrow at the horsemen to the west (Red) .
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damge: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Crit Confirm: 1d20 + 5 ⇒ (19) + 5 = 24
Crit Damage: 2d8 + 4 + 2 ⇒ (7, 1) + 4 + 2 = 14
Nice!!!! Thanks Dice Bot!!!
| GM Aarvid |
Meredith moves, Saldoc waits and Ruth shoots an arrow at one of the western riders, piercing his throat and he drops without a sound, motionless to the ground. His horse scampers off.
The two remaining riders double back, firing their bows indiscriminately
=== Round 7 ===
Wave1-2xRiders (-4,-6,dead) 50' away, shoot
Wave2-6xRiders (2 chanting)- double move 200' away
2d20 ⇒ (10, 20) = 30
1d5 ⇒ 4 with one arrow hitting Ruth in revenge for the death of his brother. Fortunately, not striking as deep as it might.
confirm: 1d20 ⇒ 10 for damage: 1d6 ⇒ 3
Meanwhile, chanting from the new wave of riders grows stronger. At their current rate, you expect them to be near the walls momentarily.
Goldur Twinthunders
|
Nice!!!! Thanks Dice Bot!!!
All praise be unto the Dice Bot.
"However, the castle's defenders had either more experience or perhaps the blessing of their god. Chieftainess Magubnuk was brilliant for an ogre, but even she was no match for human cunning. In the end, her army crashed against the castle walls like so many waves against the shore, but they never breached and she was forced to flee in defeat." Goldur fires an arrow at the one that attacked Ruth.
Inspire courage, round 6
Shortbow: 1d20 - 2 - 4 ⇒ (16) - 2 - 4 = 10
Damage: 1d6 ⇒ 6
Meredith Une
|
Bolstered by Goldur's tales, Meredith draws a sling bullet and hurls it at the orange-clad bandit.
Sling, Inspire Courage, Range Penalty: 1d20 + 3 + 1 - 2 ⇒ (10) + 3 + 1 - 2 = 12
Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
"I'll provide some cover at the northern gate."
Next round I'm planning to cast Obscuring Mist. You guys can hang out at the edge for easy cover bonuses.
Ruth Rubani
|
Ruth moves back to the northern gate as she pulls the arrow from her arm. "Lucky shot." she whispers under her breath.
When she gets to the northern gate she fires another arcane charged arrow at the bandits. Pink
Attack: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
| GM Aarvid |
Sling and bow miss their targets. The riders regroup and approach the main gate, some dismounting. Two continue their chanting.
=== Round 8 ===
Wave1-2xSword (dead,-6,dead) dismount, at wall
Wave2-4xSword move 200' and dismount, towards wall
Wave2-2xChanters move 200' sing, hurl and spell
One of the villagers shoots the western most birdman, and he falls to the additional wound.
Five are approaching the barricades with blades drawn.
Bonzai!
Meanwhile the song of Doom! Doom! Doom! rings out.
1d20 ⇒ 16
1d20 ⇒ 12
1d20 ⇒ 19
One chanter hurls a flask which bursts into flames on the main barricade.
1d6 ⇒ 4
The other chanter casts a spell and a villager drops his pitchfork and runs away screaming in terror.
Party goes...
Saldoc Tisbane
|
Saldoc comes out of his hiding spot and fires an arrow at the closest of the enemies! Or the injured one if he is within 30' of me.
Bow vs FFAC?: 1d20 + 5 ⇒ (18) + 5 = 23 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4 plus Sneak: 1d6 ⇒ 3
He then retreats behind one of the buildings.
Ruth Rubani
|
Ruth stows her bow and draws her sword.
| GM Aarvid |
Saldoc creeps up to a side barricade and sinks an arrow into the last of the first wave, dropping the injured bird-man.
Ruth prepares for melee assault on the wall.
Meredith Une
|
Meredith runs up to the wall and puts her sling away. "Damn, not close enough to the wall."
Goldur Twinthunders
|
Goldur draws his hammers. "Well I was hoping it wouldn't come to personal combat, but it seems we have little choice. Remember to mind the villagers, and above all, work together!"
Inspire courage, round 8. Draw weapons as a move action.
Friar Huck Flaxseed
|
Phew! We worked overtime out in the hot Florida sun so I didn't have time or energy for posting but we finished a day early so I just home and will try to be better about keeping up now.
"They've tired of smashing their new recruits against our barricades and are sending us their more experienced talent, it seems. That barricade is a blessing and a curse; I'm not much of an archer." Nonetheless Huck pops back up from his position on the ground and fires his crossbow over the gate at the first caster.
heavy crossbow: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
damage: 1d8 + 1 ⇒ (1) + 1 = 2
| GM Aarvid |
Meredith moves to the wall as Goldur sings his inspiring chant.
Huck fires a bolt, but the caster-tengu dodges it at the last minute, narrowly escaping injury.
The fire in the main barricade starts to consume some of the logs and boards.
burn: 1d6 ⇒ 6
The 4 dismounted move to the wall and attempt to climb over, not expecting much resistance from simple villagers. 3 Make it to the top easily.
4d20 ⇒ (14, 16, 15, 2) = 47
The mounted ones continue their songs of Murder! Murder!
The other one throws a flask at the wall as well, hitting it squarely, bursting into flames.
1d20 ⇒ 19
burn: 1d6 ⇒ 6
The first caster casts a spell on Meredith, causing her to begin to tremble. Save vs Spell
1d5 ⇒ 3
Or be affected by uncontrollable fear!
Party up...gate burning in 2 places.
Ruth Rubani
|
Ruth steps forward as she draws a scroll form her belt. She quickly opens it and reads it.
Cast Shield +4 AC 10 rounds.
Saldoc Tisbane
|
Saldoc moves from around the corner and fires an arrow at the green fella! Not sure if I can catch him falt-footed since I was out of sight.
Bow: 1d20 + 5 ⇒ (2) + 5 = 7 for Arrow: 1d6 + 1 ⇒ (3) + 1 = 4 Not that it matters.
Saldoc will then drop his bow and prepare to draw blades as the enemy crashes the gate!
Meredith Une
|
Will Save vs Fear: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
"HA! Like I would ever run from you!"
Meredith runs up to the burning gate and casts Obscuring Mist . A thick fog erupts around her.
"The gate is lost, but they'll have to run in blind to do more damage. Get ready."
That should break line of sight with the archers and the casters.
| GM Aarvid |
Meredith fights off the spell, and obscures the gate. You hear the enemy calling out, not expecting the loss of visibility.
Caw! Caw!
Saldoc's arrow flies out into the fields beyond. Huck reloads, but may not see any targets due to the fog. Ruth bolsters her armor.
Goldur can still be heard singing as he decides his next move....
Goldur Twinthunders
|
"Excellent idea, Meredith! Nothing keeps you from seeing where you're going like thick fog, eh? Why, I once went striding through the thickest fog you ever saw, as part of a mission. Now that was not a good idea, let me tell you. Lost my own feet three times, I did, on roots and rocks that were no doubt quite proud of themselves for having finally tripped up a passerby..."
Inspire courage, round 9. Holding action until a tengu comes in melee.
| GM Aarvid |
=== Round 10 ===
Wave2-4xSword 1 climbing wall, 3 move to attack.
Wave2-2xChanters move, sing,
Three of the tengu swordsmen jump down from the wall and seek targets to attack.
One practically stumbles upon Meredith in the fog.
Bonzai!
blade: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 for dmg: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Caw!
Another emerges from the cloud and moves to slash at Saldoc
blade: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 for dmg: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Caw!
The third moves to the singing noise to slash at Goldur
blade: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 for dmg: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
climb: 1d20 ⇒ 8
The fourth bandit climbs to the top of the wall to the east. Fighting can be heard from the farmers as they scramble around to repel other attackers from sneaking in the sides of the compound.
Finally, the two chanters move to the sides of the main gate but can still be heard chanting their doom despite the fog.
Saldoc Tisbane
|
Saldoc shifts slighty, drawing his blades as he does. He then attacks his opponent!
Shortsword: 1d20 + 5 ⇒ (13) + 5 = 18 for Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Shortsword: 1d20 + 5 ⇒ (8) + 5 = 13 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Ruth Rubani
|
Ruth moves to help Saldoc.
Attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Damage: 2d6 + 3 + 1 + 1 ⇒ (3, 6) + 3 + 1 + 1 = 14
Meredith Une
|
The raider draws blood from Meredith. She ignores him and tries to roll to the edge of the fog.
Acrobatics vs AoO: 1d20 + 0 ⇒ (8) + 0 = 8
She's clumsy at it. Peering out of the fog, she sees the two chanters and targets one of them. "Come here, you little-"
| GM Aarvid |
Saldoc manages a brutal slash on his opponent. Ruth rushes to assist, but her overhand chop misses the tengu bandit.
Meredith tumbles away from the bandit near the burning front barricade.
1d100 ⇒ 11
1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
But the birdman's blade cannot find her in the fog.
| GM Aarvid |
Huck comes very close to grabbing his opponent (is bard song included on grab attempt?)
The the tengu evades the halfling.
Goldur?
Meredith Une
|
Inspire Courage should be included in the Grapple check. Any bonus that affects an attack roll affects a CMB check.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects.
| GM Aarvid |
Huck's second effort, boosted by the singing dwarf, allow him to grasp the arm of the birdman and both grapple.
Goldur considers his options...delays. Keeping things moving since we are running low on time for 10/12
=== Round 11 ===
Wave2-4xSword (-8,0+grappled, 0,0)
Wave2-2xChanters (0, 0)
Additional riders can be seen mustering at the treeline 800' away.
The first tengu slides over and slashes at Saldoc.
tengu sword: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 for dmg: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
tengu bite: 1d20 - 2 + 1 ⇒ (17) - 2 + 1 = 16 for dmg: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5
The grappled one lashes out at the halfling
tengu sword: 1d20 + 3 + 1 - 2 ⇒ (17) + 3 + 1 - 2 = 19 for dmg: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
tengu bite: 1d20 - 2 + 1 - 2 ⇒ (6) - 2 + 1 - 2 = 3 for dmg: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4
The third one stumbles out of the cloud, not sure where Meredith went. He finds Goldur, and swings at singing dwarf.
tengu sword: 1d20 + 3 + 1 - 2 ⇒ (1) + 3 + 1 - 2 = 3 for dmg: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
The fourth one circles around and engages some of the farmers.
Outside the gate, one of the chanting birdmen rears his mount back and fires an arrow at Meredith.
tengu bow: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 for dmg: 1d6 + 1 ⇒ (6) + 1 = 7
The other moves over to assist. Both keep up their song.
Doom! Doom! Doom!
Party goes...
Ruth Rubani
|
Ruth moves around the bandit to flank with Saldoc sending an arcane charge through her large blade as she does then swings the sword. "You should have not attacked us!!"
Attack: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19
Damage: 2d6 + 3 + 1 + 1 ⇒ (4, 3) + 3 + 1 + 1 = 12
Saldoc Tisbane
|
Saldoc takes a hit from the tengu but fights on! He shifts to flank the enemy and unleashes his attack!
Shortsword: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for Damage: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
Shortsword: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 for Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7
| GM Aarvid |
Ruth hacks down her green sashed opponent, freeing up Saldoc to shift over. His swing to aid Huck goes wide.
Assuming you would move over, if not state a different action. That opponent was 10' from you, so could not full attack.
Meredith Une
|
Meredith casts Magic Fang to enhance her unarmed strikes, then continues to harass the doomsayers.